
This Trackmaster update brings Castle Towers, Rotating Lanes, Seesaws, Wavy Roads, and more indoor puzzles. Explore mazes and glass labyrinths, cross narrow bridges, and take ramps onto the roof.
Steal hats from other racers and stack them on your car. Slimes now move faster and jump across gaps, while the new Confusion power-up reverses rivals' controls—unless they're protected by a shield.
Enjoy much faster map generation and more stable car physics, with improved braking, steering, suspension, and control in the air and water. Safer checkpoints and improved respawns help keep the race moving.
Want to build your own tracks? The new illustrated, searchable Lua guide works offline, and three editable starter maps give you examples to build on.
Changelog
New content
Hat stealing: collect other racers' hats and stack them on your car, with sounds for pickups and steals.
Added Castle Towers with battlements and branching routes.
Added Rotating Lanes, moving platforms with multiple exits, and Seesaws that tip under the weight of cars. Seesaws appear from Expert difficulty.
Added Wavy Roads with rolling slopes and banked turns, appearing from Advanced difficulty.
Added hole roads with different opening arrangements and routes to lower levels.
Expanded Indoor sections with mazes, glass labyrinths, bridges, raised paths, storage halls, chasm jumps, narrow floor mazes, and ramps onto the roof.
Added combinations of indoor routes and obstacles, ceiling and upper entrances, open-wall exits, and room heights that vary by theme.
Added variations to Dirt Jumps, Dirt Halfpipes, and Zeppelin shapes.
Refreshed indoor materials, added castle-wall battlements, rounded Wheel and Cog edges, and thicker tunnel walls.
Added Confusion, a power-up that reverses rivals' directional controls. Shields protect against it.
Slimes now move faster, navigate banked roads, avoid one another, and jump across gaps, with clearer jump wind-ups, landing behavior, sounds, and particles.
Added a short protection period after a slime effect ends, giving you time to recover before being slimed again.
Added applause for globally announced tricks, with different sound tiers based on trick complexity.
Gameplay and performance
Much faster map generation, with more varied routes and better recovery when a route is blocked.
More stable car physics, with retuned acceleration, braking, high-speed steering, and suspension across all four cars.
Improved grip on rotating track parts and throttle response when rolling backward uphill.
Improved air control and air braking, plus propulsion and steering in water.
Safer checkpoint placement, with space for up to 16 respawning cars, and improved respawns inside tubes and near opposing surfaces.
Fixed trick rewards being triggered by surfacing or landing on a bank after leaving water.
Improved joining races already in progress, including the display of collected hats and detached car parts.
Improved lobby names and avatar updates.
Rotating obstacles now move slower from Basic through Advanced difficulty and faster at Master in Race, Coop, Challenge, and Daily maps.
Updated the game engine to Unity 6.6.
Settings and map creation
Added analog steering response choices: Power, Multiplier, and Curve, plus controls for sensitivity and deadzone.
Separated display resolution and refresh-rate selection.
Added a Windows graphics API selector for DirectX 11, DirectX 12, and Vulkan. Changes require a restart.
Added console commands for map lengths beyond the menu slider's limit, applying to future maps you host.
Added an illustrated, searchable Lua scripting guide with block previews, parameters, and connection information. It works offline.
Included three editable starter maps: Minimal, Randomized, and Branches.
Simplified Lua map creation with placement helpers, clearer error messages, and controls for rotating-block speed and track variations.
